Reviewer: Chris Dratz

DEVELOPER
Iguanna Entertainment

PUBLISHER
Acclaim

AVAILABLE
Now

MEDIUM
Cartridge

PLAYERS
One


eing one of a number of Nintendo 64 titles that were supposed to hit consumers at the AAA level, expectations for this shooter were undoubtedly astronomically high. Iguana has met, and in some instances exeeded these expectations and Turok is the result their efforts.

I must admit, throughout my initial day of play I was continually surprised by Turok’s near-perfect mood-setting graphical quality -- the outstanding character animation and the cleverly assembled array of transparent weapon effects must be seen to be believed. Watching a Soldier or Tribesman approach as he shifts his center of gravity avoiding obstacles and projectiles, realistic death motions such as an enemy gripping his lacerated neck after being mortally wounded and hitting the ground writhing in pain or a raptor rolling around on its back spasmatically, and some of the end-level openents is almost reason enough to take this game for a spin. Unfortunately, after a few days, things seemed to drag on through similarly toned locations and surroundings in which the variety of actions and objectives remained constant; find the level keys and take out anything in your way...

Note that all of these spectacular looking enemies are rendared by the Nintendo 64 and are not the fruit of more expensive hardware.

Complimenting the incredible visuals is an intuitively well-laid-out set of controls that will probably remind any PC shooter fan of the keyboard/mouse combination that provides so much more aiming flexibility then realistically priced alternatives. Many people will find the configuration constrictive during the first few hours of play but will soon master it and realize it’s necessity. Aiming and turning are accomplished via the control stick shooting with the trigger, and movement (forward/backward motion, strafing, etc.) via the C-group. To jump, R is used and to the toggle the map view and walk/run modes, L and the control pad are utilized respectively. The latter two are the only actions out of immediate reach. This new control method (using the vertically and horizontally aligned C-Group for movement) makes it clear why Nintendo developed its pads in this fashion.

Detail is a regular and integral part of Iguana's immediate vocabulary as is made readily apparent in instances such as this -- notice the foam and mist rising from the waterfall. Upon closer examination, you'll even notice inconspicuous bubles from an under-water vantage point.

The game's sound always fit the mood of play nicely. The anmal sounds and voice are especially convincing; screaches, roars, and jungle sounds will make you think you're in a regular Jurrasic Park. Accompanying this, is the rythmic, although somewhat melodically challenged music. The drum tracks enhance the game but at times, when a cord or two is introduced, it feels out-of-place and thrown together to a certain extent.

Platform elements such as this appear regularly in Turok. These will prove difficult to navagate for the first day of play but will soon proove easily overcome after a bit of experience is attained.

All in all, this N64 title should be rented before purchase is considered as it may not appeal to everyone. First Person Shooter fans should definiteley pick this up though -- it sets a new standard in its respective genre.

-- Chris Dratz

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